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<blockquote data-quote="bedir than" data-source="post: 6787063" data-attributes="member: 6789971"><p>What's the spirit of DnD that this runs contrary to?</p><p></p><p>I know I was an evangelist and am an evangelist for the hobby. I've never used organized play to do it, but I know that I always looked to introduce new people, because through their ideas I found new stories. Otherwise it would be the same four friends sitting in a basement running the same mega-dungeon with the same half-elf ranger, the same dwarven cleric, and the same elven fighter-mage and the same halfing fighter. We'd never evolve.</p><p></p><p>Instead we found new ways to find new players. We campaigned in cities, dungeons, wilderness and space. We played two different homebrews, the Realms, DragonLance, and Spelljammer. New races entered our games; new classes entered our games. We played sandboxes, railroads, all-combat, mystery, political intrigue, horror, exploration.</p><p></p><p>Our games grew because new people joined - not because of TSR. Our games improved not because of a few dozen and a corporation. They grew because of people with which we interacted. New books and modules were neat. New novels and other periphery stuff were interesting.</p><p></p><p>But what was most interesting was finding out that there were dozens of people just like me. They'd put aside various clicks and social conventions, pick up a sheet of paper and some dice. Together we'd create legends - dragons would die, princesses would be saved, spells would be cast and heroes emerge.</p><p></p><p>That's the spirit of D&D - the creation of new legends by a group of people who may only have polyhedral dice and a love of mutual storytelling. Stores help, modules help, ENWorld helps, blogs help, online tools help, but in the end if you don't find the people to do it with you don't have the game.</p><p></p><p>Organized play is about introducing more people to the game. It's about helping brick & mortar stores remain a viable outlet. And it is entirely within the Spirit of D&D.</p></blockquote><p></p>
[QUOTE="bedir than, post: 6787063, member: 6789971"] What's the spirit of DnD that this runs contrary to? I know I was an evangelist and am an evangelist for the hobby. I've never used organized play to do it, but I know that I always looked to introduce new people, because through their ideas I found new stories. Otherwise it would be the same four friends sitting in a basement running the same mega-dungeon with the same half-elf ranger, the same dwarven cleric, and the same elven fighter-mage and the same halfing fighter. We'd never evolve. Instead we found new ways to find new players. We campaigned in cities, dungeons, wilderness and space. We played two different homebrews, the Realms, DragonLance, and Spelljammer. New races entered our games; new classes entered our games. We played sandboxes, railroads, all-combat, mystery, political intrigue, horror, exploration. Our games grew because new people joined - not because of TSR. Our games improved not because of a few dozen and a corporation. They grew because of people with which we interacted. New books and modules were neat. New novels and other periphery stuff were interesting. But what was most interesting was finding out that there were dozens of people just like me. They'd put aside various clicks and social conventions, pick up a sheet of paper and some dice. Together we'd create legends - dragons would die, princesses would be saved, spells would be cast and heroes emerge. That's the spirit of D&D - the creation of new legends by a group of people who may only have polyhedral dice and a love of mutual storytelling. Stores help, modules help, ENWorld helps, blogs help, online tools help, but in the end if you don't find the people to do it with you don't have the game. Organized play is about introducing more people to the game. It's about helping brick & mortar stores remain a viable outlet. And it is entirely within the Spirit of D&D. [/QUOTE]
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